Commit Graph

11 Commits (19b9a4affdc0a0022c16ace5740c84f302214451)

Author SHA1 Message Date
Zed A. Shaw 1f90367f51 Initial battle engine is now integrated in the systems so now I can finally get the turn based combat to work the way I envision. 2 weeks ago
Zed A. Shaw c1aba2d5c8 This does a 'fit_sort' whenever the state is changed. fit_sort effectively sorts the actions by distance+cost so that the cost is actually present unlike the original algorithm. 2 weeks ago
Zed A. Shaw c014e65c13 Gave up on trying to get the GOAP algorithm to correctly apply the cost structure to competing choices, and instead I take the resulting action list and simply find the next best one based on cost. 3 weeks ago
Zed A. Shaw 47c6bfd531 AI engine is working and I have a little BattleEngine going but the AI is working better than it should in systems.cpp. Need to find out why then make the BattleEngine avoid running entities that have END in action lists. 3 weeks ago
Zed A. Shaw da273cbee6 Refactored rituals so they can be used in different situations. 4 weeks ago
Zed A. Shaw 2815375836 Test now can work the enemy AI to prototype behavior. 1 month ago
Zed A. Shaw db5a371766 Moving some stuff around before writing a test to confirm the EntityAI. 1 month ago
Zed A. Shaw fc66d221d4 Now have the ability to do partial solutions that will create potential paths to the goal, and a test that runs the scripts from plans in different scenarios. Also, this ai_debug thing needs some work. 1 month ago
Zed A. Shaw 3f83d3f0bb A bit more cleanup to avoid duplicate testing and to separate the GOAP algorithm code from the little AI Manager thing. 1 month ago
Zed A. Shaw b2c1b220ac ai.cpp now has a nice easy to use API for loading and running the GOAP things. 1 month ago
Zed A. Shaw a079f882df Quick renaming of stuff to be more generic as 'AI'. Now maybe I can get some sweet sweet investor money. 1 month ago